Call-In takes place a few hours after the citadel was destroyed by Gordon Freeman.
You take the role of a rebel soldier on a mission to retrieve information regarding the
super portal to aid in the building of Dr. Magnussons rocket.

This mod was made by me Ludvig Kallin and I am happy with the way it turned out.
I started this project primarily to learn mapping about 1 year ago and what really got me interested was the mod Minerva which you can find here on mod db.

I want to thank everyone who already played and have given their comments on my work! It is much appreciated and I will surely release other games or mods in the future so the feedback will not have gone to waist.

If you are listening to the same music as you were yesterday. Why not listen to the Interview I had the pleasure of having with Phillip.

We talk about the mod and discuss parts that many have criticized as well as combine architecture.

Im at the part with the little fish biting at my feet after you destroy the helicopter and i would like to know how to get through this part without having the fish bite you. thanks for any help you can provide.

Btw, there's a small glitch in the game, but it can be solved with noclip. After the part where you fight 2 Zombines, in a cave, I go grab my grenades from the crate (how convinient), and throw it at the area where the plug is connected, it gets deflected, and the glass won't break. I suggest you make the glass breakable so we can unplug the switch that's powering hte forcefield.

Actually, it's not a glitch. I finally realized that there's a whoe at the top of the glass LoL. I didn't realize it at all until someone mentioned it at PlanetPhillip. You just have to aim your grenade at it... carefully. It takes a few tries to get it right. ;) LoL, my bad...

I love puzzles that require intuition and not the "search for the key" type of playing - it makes level progression fun and easy ^__^.

Although I've enjoyed the mod, there is flaws I've picked up which kept me rating this mod from a 10

Firstly, there is an unnatural progression through levels, which I felt was thrusted too much upon the player. A scene can rapidly change, from lush forest environment to water logged sewers without a logical explaination. Confrontation scenes take place in very enclosed areas, and the experience feels artificial rather then natural.
An appropiate way to fix the level design is to create lots of spacing, which allows the player to "explore" the natural environment rather then feeling restricted in an enclosed trail.

Secondly, dialogue is another problem I found which was largely absent through out this mod.
The story telling by text lacks power becaues it cannot evoke my emotions to feel anything, when it was a praise or call for action, it feels very neglected.

Not too be dissapointed, the mod is great, but the tiny details could have made a difference to the enjoyability of the game. This mod has potential, so well done!